180 lines
6.0 KiB
Zig
180 lines
6.0 KiB
Zig
allocator: std.mem.Allocator = undefined,
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timeLeft: f64 = 5.0,
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pub var NeonObjectTable: core.EngineObjectVTable = core.EngineObjectVTable.from(@This(), "Headless");
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pub fn create(allocator: std.mem.Allocator) !*@This() {
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const self = try allocator.create(@This());
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self.* = .{
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.allocator = allocator,
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};
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return self;
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}
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pub fn prepare(self: *@This()) !void {
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_ = self;
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for (0..120_000) |i| {
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_ = i;
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const e = try core.createEntity();
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const x = e.addComponent(core.Scene).?;
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x.setMobility(.moveable);
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}
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}
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pub fn tick(self: *@This(), dt: f64) void {
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self.timeLeft -= dt;
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const start = core.getEngineTime();
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core.parallelJob(UpdateWorldTransformsJob{}, false, 1) catch unreachable;
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// wait 10 ms
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while (core.getEngineTime() - start < 0.010) { }
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if (self.timeLeft < 0)
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core.exitNow();
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}
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pub fn deinit(self: *@This()) void {
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self.allocator.destroy(self);
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}
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const UpdateWorldTransformsJob = struct {
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world: ?*anyopaque = null,
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pub fn func(self: @This(), thread: *core.ThreadContext) void {
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const z = core.tracy.ZoneN(@src(), "Transform Hierarchy - wide");
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defer z.End();
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thread.barrier(@src()) catch unreachable;
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const outputs = core.get(core.SceneSystem).getOutputForWorker(thread.threadId) catch return;
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const outputList = core.get(core.SceneSystem).getOutputList(thread.threadId) catch return;
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self.updateTransformsHierarchy(thread, outputs, outputList) catch |err| switch (err) {
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error.OutOfMemory => {
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unreachable;
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},
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// else => {
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// thread.abort(@src(), "unknown error", err);
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// return;
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// },
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};
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const denseRepr = core.Scene.SceneObjectContainer.denseItems(._repr);
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const z3 = core.tracy.ZoneN(@src(), "Merge Outputs");
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// merge outputs
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for (outputList.items) |outIndex| {
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if (denseRepr[outIndex].merge.cmpxchgStrong(false, true, .seq_cst, .acquire) != null) {
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denseRepr[outIndex].transform = outputs[outIndex];
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}
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}
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z3.End();
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thread.barrier(@src()) catch unreachable;
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}
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fn updateTransform(
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self: @This(),
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thread: *core.ThreadContext,
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index: usize,
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densePosRot: []core.scene.ScenePosRot,
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denseRepr: []core.scene.SceneObjectRepr,
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outputs: []core.math.Transform,
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outputList: *std.ArrayList(usize),
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) void {
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var final: core.Transform = core.zm.identity();
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const repr = denseRepr[index];
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if (repr.parent) |parent| {
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if (core.Scene.SceneObjectContainer.sparseToDense(parent)) |parentIndex| {
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self.updateTransform(thread, parentIndex, densePosRot, denseRepr, outputs, outputList);
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const parentTransform = outputs[parentIndex];
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final = core.zm.mul(parentTransform, final);
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} else {}
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}
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const posRot = densePosRot[index];
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outputs[index] = core.zm.mul(
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core.zm.mul(
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core.zm.mul(
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core.zm.scalingV(posRot.scale.toZm()),
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core.zm.matFromQuat(posRot.rotation.quat),
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),
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core.zm.translationV(posRot.position.toZm()),
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),
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final,
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);
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outputList.appendAssumeCapacity(index);
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}
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pub fn updateTransformsHierarchy(self: @This(), thread: *core.ThreadContext, outputs: []core.math.Transform, outputList: *std.ArrayList(usize)) !void {
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const z = core.tracy.ZoneN(@src(), "updateTransformsHierarchy");
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defer z.End();
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//const dense = self.world.denseScenes();
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const densePosRot = core.Scene.SceneObjectContainer.denseItems(.posRot);
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const denseRepr = core.Scene.SceneObjectContainer.denseItems(._repr);
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// everything allocated with thread.scratch is blown away when the thread is complete
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// try outputs.resize(thread.scratch(), densePosRot.len);
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// scan and mark all root nodes for update
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const split = thread.splitSlice(core.scene.SceneObjectRepr, denseRepr);
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// const locals:[]core.math.Transform = try thread.scratch().alloc(core.math.Transform, split.slice.len);
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const z2 = core.tracy.ZoneN(@src(), "WalkAndResolve");
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for (split.slice, 0..) |*repr, i| {
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const index = split.startIndex + i;
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self.updateTransform(thread, index, densePosRot, denseRepr, outputs, outputList);
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//repr.cmpxchgStrong(false, true, .seq_cst, .acquire)
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repr.merge.store(false, .seq_cst); // reset the merge big
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}
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z2.End();
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}
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};
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// new idea that im thinking i want to do...
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//
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// game is now responsible for scheduling order of work
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//
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// eg. prepare_game now has to return a struct that defines a list of phases. eg. the default list looks like,
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//
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// engine.setEngineTickPhases(&.{
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// core.tick,
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// // ecs.tick
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// });
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//
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// core. comes with a bunch of prebuilt phases.
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pub fn testThing(self: *@This()) !void {
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_ = self;
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const workerCount = 16;
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core.setBarrierCount(workerCount);
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for (0..workerCount) |i| {
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const name = try std.fmt.allocPrintSentinel(std.heap.c_allocator, "MultiJob{d}", .{i}, 0);
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try core.dispatchJob(MultiJob{ .threadName = name, .threadId = @intCast(i), .threadCount = workerCount });
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}
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// workerCountHint=0
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// async==false
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// will block until the job is complete, the active thread will also construct a threadContext that picks up one of the parallel tasks (todo implement workstealing)
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// try core.dispatchMulti(UpdateWorldTransformsJob{ .world = self.mainWorld }, null, false); // null == use max workers,
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}
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pub fn main() anyerror!void {
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var spec = try backlog.getSpec("headless");
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// try spec.put("useGPA", .{ .boolean = false });
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_ = backlog.startEngine(&NeonObjectTable, &spec);
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}
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const std = @import("std");
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const backlog = @import("backlog");
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const core = backlog.core;
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